Sheild/SS build. i need validation


Carnifax

 

Posted

I am currently lvl 47 and have started placing bids to get the items on this list, not necessarily all at 50 like the build shows, but cheaper ones in the low 40's or high 30's.

I have not taken tough or weave because i didn't particularly want to, preferred to keep more of the offense, and have achieved what i think is quite respectable defense without the fighting pool, but i am open to suggestions.

One thing i have noticed is that my Hp without one with the shield is high enough that that i don't think i would need it to often. so i could lose that and hasten (which was more of an after thought really) to help make way for the fighting pool.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(11), HO:Ribo(27)
Level 1: Jab -- T'Death-Dam%(A), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(50)
Level 2: True Grit -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), S'fstPrt-ResDam/Def+(9), Numna-Heal/Rchg(13), Numna-Heal/EndRdx(17), Numna-Heal(27)
Level 4: Haymaker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(31)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(40)
Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(9), Taunt-I(15)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Numna-Heal(17), Numna-Heal/EndRdx(43)
Level 16: Taunt -- Mocking-Rchg(A), Mocking-Acc/Rchg(23), Mocking-Taunt(34), Mocking-Taunt/Rng(37), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(46)
Level 18: Battle Agility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19)
Level 20: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dmg/EndRdx(21), Mako-Acc/Dmg(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(34)
Level 22: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-End%(29), P'Shift-EndMod/Rchg(33)
Level 24: Super Jump -- Jump-I(A)
Level 26: Phalanx Fighting -- DefBuff-I(A)
Level 28: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(29), GSFC-Build%(33), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/EndRdx(45)
Level 30: Grant Cover -- DefBuff-I(A), DefBuff-I(31)
Level 32: One with the Shield -- ResDam-I(A)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Dmg/Rchg(40)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(45)
Level 44: Melt Armor -- HO:Lyso(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

So really what im wondering is, what you would change and why. I do not believe in anyway that this is a gimped build just one that could be better.

P.s i have some of these IO's already 65 million in funds, 501 merits and patience. that is my budget, so i don't thing i can throw in luck of that gamblers and defiantly no PVP IO's

P.s
On second thoughts i probably could slot LoTG just not the 7.5%
and i will likely change mocking bereavement for perfect, if only for the name zinger


 

Posted

Firstly to need to include the datachunk so people can look at the build. You will need much more then 65 mill. Finally I will say whats the point in playing a class where you're damage mitigation is defense, and not softcapping? But then I don't know what your intentions are, as you have not stated whether you want pvp or PvE


 

Posted

[ QUOTE ]
Firstly to need to include the datachunk so people can look at the build. You will need much more then 65 mill. Finally I will say whats the point in playing a class where you're damage mitigation is defense, and not softcapping? But then I don't know what your intentions are, as you have not stated whether you want pvp or PvE

[/ QUOTE ]

You don't need the Datachunk nowadays if you've Mids on your system, click the link towards the top and it will download the build & open it in Mids for you, just tell the Browser to 'Open With' Mids (Mids should appear in your Programs list one you've chosen "Open With").


 

Posted

I still dont understand why people make offensive tanks tbh. Surely thats a scrappers job?

anyway back to the point at hand, i recommend using two builds and taking weave in one and going for capped defence, because otherwise you will find yourself dying a lot in teams, and for a tank thats not particularly helpful.


 

Posted

Well, there are obviously some differences between SS and Mace as secondary, but take a look at the differences between yours and mine. Not making any judgements, simply giving you a comparison to think about...

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Project Survivor: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership

Hero Profile:
Level 1: Deflection -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(9), DefBuff-I(25), DefBuff-I(31)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(43), Acc-I(43)
Level 2: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(23)
Level 4: True Grit -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15), Heal-I(42), Heal-I(42)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7)
Level 8: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(15), DefBuff-I(31)
Level 10: Jawbreaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Taunt -- Zinger-Taunt/Rchg(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(46), LkGmblr-Def/Rchg(46)
Level 24: Against All Odds -- Taunt-I(A)
Level 26: Shield Charge -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(27), Armgdn-Dmg/EndRdx(27), Mocking-Rchg(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
Level 28: Grant Cover -- GftotA-Def(A), GftotA-Def/EndRdx(43)
Level 30: Clobber -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 32: Super Jump -- Jump-I(A)
Level 35: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Acc/Rchg(36), Sciroc-Dam%(40), EndRdx-I(40)
Level 38: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40), EndRdx-I(42)
Level 41: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 44: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Whirling Mace -- EndRdx-I(A), Dmg-I(50)
Level 49: Maneuvers -- EndRdx(A)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet

With the sets that I have, I am running _massive_ End recovery (3.59/sec), my defences are all in excess of 40% solo (1 person stood within range pumps everything over the 45% soft-cap), and my damage is silly for a tank (around 60dps vs single target, ranging to 200+dps against large mobs due to the AoE attacks).

As I say, SS has different requirements to WM, but the shield side of things has worked out for me pretty well...

Hope it helps!


 

Posted

And why do people make 'offensive tanks'? (Is that a tank who mouths off a lot?)... because scrankers are wonderful to solo, and if their tank powers are up to scratch then why not maximise their damage output as well? It all helps to keep aggro off the squishies :P


 

Posted

[ QUOTE ]
And why do people make 'offensive tanks'? (Is that a tank who mouths off a lot?)... because scrankers are wonderful to solo, and if their tank powers are up to scratch then why not maximise their damage output as well? It all helps to keep aggro off the squishies :P

[/ QUOTE ]

That's the way I'm approaching Tanking. I will be relying more on my Teamies to keep me alive but I should have the hate of every damn enemy in sight (within reason). Granted I am using the build for a organised team, I wouldn't expect it to work as well on a PuG of Death where I was -4 to all the enemies.

Shield Tanks get a decent +Damage power and an excellent AOE 9 levels earlier than Scrappers (plus it does the same damage). Why not leverage those strengths. Not to mention Scrappers can't even get SS of course

*Edit : Actually I thought of another reason, AT Stacking on teams. It's generally a widely acknowledged fact that multiple Tanks are probably the least "force multiplying" AT on a team, that more than one is generally considered less useful than any other AT. A more damage orientated Tank would allievate that somewhat since more Damage is always welcome on a team. Sure, they generally aren't going to beat a scrapper in terms of damage but at least they'll offer more in terms of versility than 2 heavily defense orientated ones. Especally Tanks with more AOEs to leverage.


 

Posted

[ QUOTE ]
And why do people make 'offensive tanks'? (Is that a tank who mouths off a lot?)... because scrankers are wonderful to solo, and if their tank powers are up to scratch then why not maximise their damage output as well? It all helps to keep aggro off the squishies :P

[/ QUOTE ]

Again refering to earlier post though, if you want to solo surely a scrappers better anyway? and if your wanting to tank and deal damage, ok i can understand to some extent, but when it comes to sacrificing tanking skill for more damage thats what I dont agree with.

Tanks take hits, scrappers deal them. Most of the time a well setup scrapper can out last a scranker anyway, ive seen plenty of ice and shield 'tanks' fall in a few seconds of entering a mob because they try to play all out damage. Agreed you often get situations where two tanks arent needed, and that point its nice to have damage yes, but surely thats what a second build is for?

The point I'm argueing is unless your pvping, there shouldnt really be any sacrifice of defence/resists for damage as a tank because you just end up poor at both and a scrapper ends up better.

So that being said, as a shield tank i think your main focus should be soft-capping your defence, not maximizing damage.


 

Posted

I had a quick tinker with what I'd change slotting wise. I'd build different with power choices and power order for sure and so for quickness this is without any of that factored in.

Overall:

Well I upped your hp slightly, rounded the defense down towards soft cap or up to it depending on the position. I upped end rec slightly and lowered end costs dramatically, toggles slightly, attack chain dramatically. Some powers take a little while longer to recharge but the output to the endurance bar has increased.

Powers like Melting Armour just don't scream at me much as its rubbish -res over time for its end cost. I am thinking why not assault that's constantly on? Also the ring of fire is pants in comparison to earths for lack of range and so has limited uses that it needs any slotting for so I took advantage of that and milked slots from it.

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I tend to think that all buffs even bonuses come at a cost so when it comes to enhancements or bonuses I like to simply have the minimum I can get away with and gain slots for elsewhere.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Your power order is v scarey and whirling mace "needs" slotting love.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Well I made a build without tough and weave, but it still caps defence and then some, it also has a fairly high regen and low end usage.
I tried to keep purples out, but theres two apocalypses in there for the regen bonus, if need be can switch them anyway.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed

Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Def/Rchg(19), Aegis-ResDam(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(46)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Dam%(9), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- Taunt-I(A), Taunt-I(9)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Dam%(17), Zinger-Taunt/Rng(45), Zinger-Taunt/Rchg/Rng(46)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), EndMod-I(45)
Level 22: True Grit -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(23), Numna-Heal(43), Numna-Heal/EndRdx(46)
Level 24: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25)
Level 26: Knockout Blow -- Lock-Acc/Rchg(A), Lock-Rchg/Hold(27), T'Death-Acc/Dmg(27), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(43), T'Death-Dmg/EndRdx/Rchg(43)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-Build%(34), GSFC-ToHit/EndRdx(37)
Level 30: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 32: Grant Cover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Acc/Dmg/Rchg(37)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: One with the Shield -- Numna-Heal(A), Numna-Heal/Rchg(42), Mrcl-Heal(42), Mrcl-Heal/Rchg(42)
Level 44: Aid Other -- Heal-I(A)
Level 47: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx(48), Numna-Heal(48), Numna-Heal/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]22.5% DamageBuff(Smashing)[*]22.5% DamageBuff(Lethal)[*]22.5% DamageBuff(Fire)[*]22.5% DamageBuff(Cold)[*]22.5% DamageBuff(Energy)[*]22.5% DamageBuff(Negative)[*]22.5% DamageBuff(Toxic)[*]22.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]10.5% Defense(Fire)[*]10.5% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]13% Defense(Melee)[*]15.5% Defense(Ranged)[*]13.3% Defense(AoE)[*]15% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]5% FlySpeed[*]246 HP (13.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 6.05%[*]MezResist(Stun) 4.4%[*]MezResist(Terrorized) 2.75%[*]10% (0.17 End/sec) Recovery[*]134% (10.5 HP/sec) Regeneration[*]10% RunSpeed[/list]


 

Posted

Cos you had 4 stamina slots in a row in that, I took it as incomplete and played with it cos once you've decided on what can go in them: the slots in other parts of the build can change.

One thing is that in knowing you don't need extra KB protection I thought I'd gain aoe soft cap another way rather than through zephyrs. Up your hp, up your end rec, lower your toggle costs and improve damage output.

Aid self could of done with an interrupt. I personally find it preferably versus tick rates. But anyway my version of that went like this:

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|B2EF957|
|-------------------------------------------------------------------|</pre><hr />

If I looked at it longer I prolly would of done more I dunno.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

yeah, agreed on the aid self part, but the bonus was on so thats why i went for that.

You dont need the KB protection but for a travel set the defence boost is nice. I cant remember what i put on stamina now tbh lol, think it was meant to have the chance for +end on but not sure.

Yours looks better though so agreed


 

Posted

And as for mine... to slot Whirling Mace, I need to sacrifice slots elsewhere, which means sacrificing set bonuses. Given that I don't use WM all that much (as an AoE attack, it is worse than Shield Charge or Crowd Control, and I don't need it to 'round out' my attack chain unless I get slowed; thus, it is generally only used directly following a Shield Charge into the middle of a group of mobs), 2 slots works fine for me at the moment


 

Posted

[ QUOTE ]
Well I made a build without tough and weave, but it still caps defence and then some, it also has a fairly high regen and low end usage.
I tried to keep purples out, but theres two apocalypses in there for the regen bonus, if need be can switch them anyway.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed

Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Def/Rchg(19), Aegis-ResDam(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(46)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Dam%(9), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- Taunt-I(A), Taunt-I(9)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Dam%(17), Zinger-Taunt/Rng(45), Zinger-Taunt/Rchg/Rng(46)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), EndMod-I(45)
Level 22: True Grit -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(23), Numna-Heal(43), Numna-Heal/EndRdx(46)
Level 24: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25)
Level 26: Knockout Blow -- Lock-Acc/Rchg(A), Lock-Rchg/Hold(27), T'Death-Acc/Dmg(27), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(43), T'Death-Dmg/EndRdx/Rchg(43)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-Build%(34), GSFC-ToHit/EndRdx(37)
Level 30: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 32: Grant Cover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Acc/Dmg/Rchg(37)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: One with the Shield -- Numna-Heal(A), Numna-Heal/Rchg(42), Mrcl-Heal(42), Mrcl-Heal/Rchg(42)
Level 44: Aid Other -- Heal-I(A)
Level 47: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx(48), Numna-Heal(48), Numna-Heal/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]22.5% DamageBuff(Smashing)[*]22.5% DamageBuff(Lethal)[*]22.5% DamageBuff(Fire)[*]22.5% DamageBuff(Cold)[*]22.5% DamageBuff(Energy)[*]22.5% DamageBuff(Negative)[*]22.5% DamageBuff(Toxic)[*]22.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]10.5% Defense(Fire)[*]10.5% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]13% Defense(Melee)[*]15.5% Defense(Ranged)[*]13.3% Defense(AoE)[*]15% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]5% FlySpeed[*]246 HP (13.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 6.05%[*]MezResist(Stun) 4.4%[*]MezResist(Terrorized) 2.75%[*]10% (0.17 End/sec) Recovery[*]134% (10.5 HP/sec) Regeneration[*]10% RunSpeed[/list]
[/ QUOTE ]ยจ

melee and aoe is not capped in your build without 1 ally


 

Posted

Damn, caught me out as well, don't ask me how cos I normally set that to 0....I hope XD

A quick fix could look like this:

<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1403;714;1428;HEX;|
|78DAA593CB52134114867B7221904C0821408070371002212 1CAC2CBC2858082A40|
|A0DB2E0961A93964453432A8955E2CA0770A555EE5C89A08F 60F926E80B787D8578|
|CEF92754592E9D4AFEAFFB749F4B9F9EC93D5B36957A71531 9E6ADAAD56814B62CF|
|B89AE7B73D661A5E8CF972DDBAA1E3FD7259F526A146B8565 FD48DB0D9DCE972BBA|
|5A6A4F63CE6A4E5735AD3DADD138DFAC6BFBB0590EAFD9654 DC366BA3D30378F8EA|
|AE9D54AD3D68D06261BDAAA55ECC3A04C72BA5429566CED97 59BEA675A977A55629|
|A657AC7AB35CC8598DA6AE1F0F525549FA2F07490CFAAB965 7F5D020ABFC7D82EEB|
|0A03722985802160529BF721EF2DAE103AA8E5D41E71E21A1 FCFB02F340902A0856|
|2897815C6E03495C48E942AE3872A529BADB89EEDE1157CF2 E80E81D88DE89E826A|
|2DFA6E85E4457DE79C581EE90C927195BCA3729262F5D4797 B3AB6B414C03640AC0|
|E40A9CBBF814835F5CBC92FC2A88D28620EA3182E762EAC68 60C551A722A0D3D165|
|3CF11D040849A205507AA021FC50B3B09C30FD0E57B82C1BC A09336449C0D9137E2|
|D3F71A782558A572FA9D5BEB8F1A5CF2C034306B703392083 BB72DB305445F23AFA|
|873F6E8985C57960E30E41C60085D1D463B87D1F8041A3F87 C6CFA1E397C92B86BE|
|7A632752D1C87BE0543079067C14C43F08EE063923728D7E9 33E8F7D077E003F051|
|3BF0493BF05EBE4358EA28D71BC1F71BC3457A88A29C4734F BD93ABBC74029C0267|
|8225DA37EDE49D46DE19E49D41DE19E44D206F027947E90E6 6E1A566E312689C4CF|
|34ED7E76FA3B36B00DA9DC1F565D6C5988D89D7061D20ED1C 209D92FE6552B23245|
|F1169D6B5EC41B9BFD0B239E8BCF8C7EF4A88D7F2C9B1EE7F B258B2196A4E7E293F|
|EAFE793D98ED3759FBFF72D964D12639B477B2CFB3C3DE091 C5A3872C459EB63E9B|
|ED4A4357B9A06B2CD7596EB0BCE44DBE004980C56409B274B 384587A58222C032CC|
|32C6F595A7F00622BFAF5|
|-------------------------------------------------------------------|</pre><hr />

I made one of these the other day so need to get about looking into them really.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Thanx for the help, sorry i havent been replying in the thread i initiated, it started off quite slow and i forgot about it.

I am Improving the offense because on dodgey SO's that garner just under 30% defense i can handle what ever i encounter, except Rularuu without buffs. upping the HP and soft capping defense will mean i will have very little trouble, and on 8 man TF's where it gets tough there is likely to be someone to buff or debuff, or a huge amount damage comeing from elsewhere. Dead mobs deal no damage. I know some people may not agree with a tank that is designed to hurt people, but keeping the whole team safe is a priority for me and would not consider a built that had a detremental effect, as said all builds can function on SO's so this should function even better. (i only run rage when everything is going smoothly, as that power is more detremental to tanking than any set bonus).

Also i wanted something very different from my lvl 39 stone tank that i haven't used in along time, something active.

Thankyou everyone for your advice, i didn't consider running Assault, but i might try and work that in. im not sure i need a third AoE when i potentialy Shield Charge every 30 seconds Footstomp every 9 both boosted by 19% damage in set bonuses and 10% from assault and 80% from rage.

Melt Armour after testing does seem a bit rubbish, and will have little effect on high lvl mobs and almost no effect on Avs. Also fire mastery doesn't fit thematically so i may reconsider.

I will work on a new build around the new slotting ideas, as although i use the search function in mids to find set bonuses i get distracted by shiny ones like obliteration.

edit.. i may take stone mastery, i hear salt crystals is good for grabbing agro, and can be used for cheap set bonuses and does ok -defense


 

Posted

Stone Prison and Quicksand are the two powers that make Earth Mastery sensational. Its the best mastery vs AVs whom you'd want more than the 30% def against at times "perhaps" but perhaps not if you master all the tricks with this epic.

I could just spell the tricks out but that takes away any opportunity for personal discoveries and so I'll shut up. V good epic anyway.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.